Category:Equipment: Difference between revisions

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This category contains the various Equipment you can install on your ships.
This category contains the various Equipment you can install on your ships.
Some types of equipment can be damaged during a ring dive. For example, [[#Thrusters|thrusters]] may receive normal wear from usage, and they may become misaligned due to a high-velocity ringroid impact. While in a dive, the Mechanic crew panel will show damageable equipment, as well as:
* what causes equipment to become damaged;
* what negative effects occur due to accumulated damage; and
* how much damage has been sustained so far.
At Enceladus, damaged equipment can be replaced or repaired. Replacing a component is generally (but not always!) more expensive, but generally takes less time and restores the equipment to a pristine, new condition. Repairing a component is generally less expensive, but generally takes more time and may require multiple repairs to restore a component to a desirable condition. The amount of repair possible is dependent on your [[Crew#Mechanic|Mechanic's]] skill level.
* Each repair will fix half of the damage on the component. For example, if a railgun has 12% misalignment, 30% wear, and 2% warped barrel, a single repair will fix it to 6% misalignment, 15% wear, and 1% warped barrel.
* Having more than one mechanic decreases the amount of time required to perform repairs, but does not decrease the cost.<br>The time to perform each repair is affected by the mechanic multiplier: <code>(2 / (1 + num_mechanics))</code>. Note that this multiplier is equal to 100% when you have one mechanic hired.<br>For example, a reactor repair that takes 2 days if you have one mechanic will take 4 days if you have no mechanic (multiplier = 200%), and will take 1 day if you have three mechanics (multiplier = 50%).
=== [[Hardpoint]]s ===
External equipment is mounted onto [[hardpoint]]s. The following equipment are all attached to external hardpoints
* [[Mass Driver]]s fire kinetic slugs and consume ammunition (damageable)
* [[Energy Weapons]] such as lasers and microwaves that do not require ammunition (damageable)
* [[Plasma Weapons]] fire superheated plasma by consuming propellant (damageable)
* [[Manipulator Arm]] that can grab ringroids, ore, and salvage (damageable)
* [[Drones]] can slow down and/or haul ore to your ship
* Detachable equipment such as [[Cargo Container]]s, the [[B8 Claim Beacon]], the [[NT Mining Companion]], and the [[External Impact Absorber]]
Different types of hardpoints -- high-stress, low-stress, drone hardpoints, and docking bays -- can accommodate different equipment.
=== Internal Storage ===
Ships have storage in the form of
* [[Kinetic Ammunition]] used by [[Mass Driver]]s
* [[Nanodrone Components]] used by [[Drones]]
* [[Propellant Tanks]] for the [[Reaction Control System]], [[Main Propulsion]], [[Powerplant]], and [[Plasma Weapons]]
* [[Cargo Bay]] that stores unprocessed ore and cargo, and may contain a mineral processing unit to process ore into processed minerals.
=== Thrusters ===
Thrusters consume propellant and use heat and electrical power to accelerate the ship.
* [[Reaction Control System]]s provide fine maneuvering and rotational control (damageable)
* [[Main Propulsion]] (damageable)
=== Power ===
The power system consists of the following
* [[Reactor Core]] that provides thermal power used by thrusters, the powerplant, auxiliary generators, and some other equipment
* Nuclear reactor, which is ship-specific and houses the reactor core  (damageable)
* [[Powerplant]] that consumes thermal power to produce electrical power
* [[Ultracapacitor Array]] that store excess electrical energy to be used during peak demand
* [[Auxiliary Power Unit]] either an additional electrical generator or an electrical energy storage system
=== Electronics ===
A ships electronics consist of
* [[Autopilot]] that maintains a stable velocity and orientation of the ship
* [[Head-Up Display]] (HUD) to display to the pilot the status of the ship, its systems, and external sensors
* On-board computer, which is ship-specific and performs necessary computations for the autopilot and the HUD (damageable)
* [[Reconnaissance Craft]] that provides an external view of the ship

Latest revision as of 10:05, 28 January 2024

This category contains the various Equipment you can install on your ships.

Some types of equipment can be damaged during a ring dive. For example, thrusters may receive normal wear from usage, and they may become misaligned due to a high-velocity ringroid impact. While in a dive, the Mechanic crew panel will show damageable equipment, as well as:

  • what causes equipment to become damaged;
  • what negative effects occur due to accumulated damage; and
  • how much damage has been sustained so far.

At Enceladus, damaged equipment can be replaced or repaired. Replacing a component is generally (but not always!) more expensive, but generally takes less time and restores the equipment to a pristine, new condition. Repairing a component is generally less expensive, but generally takes more time and may require multiple repairs to restore a component to a desirable condition. The amount of repair possible is dependent on your Mechanic's skill level.

  • Each repair will fix half of the damage on the component. For example, if a railgun has 12% misalignment, 30% wear, and 2% warped barrel, a single repair will fix it to 6% misalignment, 15% wear, and 1% warped barrel.
  • Having more than one mechanic decreases the amount of time required to perform repairs, but does not decrease the cost.
    The time to perform each repair is affected by the mechanic multiplier: (2 / (1 + num_mechanics)). Note that this multiplier is equal to 100% when you have one mechanic hired.
    For example, a reactor repair that takes 2 days if you have one mechanic will take 4 days if you have no mechanic (multiplier = 200%), and will take 1 day if you have three mechanics (multiplier = 50%).

Hardpoints

External equipment is mounted onto hardpoints. The following equipment are all attached to external hardpoints

Different types of hardpoints -- high-stress, low-stress, drone hardpoints, and docking bays -- can accommodate different equipment.

Internal Storage

Ships have storage in the form of

Thrusters

Thrusters consume propellant and use heat and electrical power to accelerate the ship.

Power

The power system consists of the following

  • Reactor Core that provides thermal power used by thrusters, the powerplant, auxiliary generators, and some other equipment
  • Nuclear reactor, which is ship-specific and houses the reactor core (damageable)
  • Powerplant that consumes thermal power to produce electrical power
  • Ultracapacitor Array that store excess electrical energy to be used during peak demand
  • Auxiliary Power Unit either an additional electrical generator or an electrical energy storage system

Electronics

A ships electronics consist of

  • Autopilot that maintains a stable velocity and orientation of the ship
  • Head-Up Display (HUD) to display to the pilot the status of the ship, its systems, and external sensors
  • On-board computer, which is ship-specific and performs necessary computations for the autopilot and the HUD (damageable)
  • Reconnaissance Craft that provides an external view of the ship